Developing Suggestions

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Revision as of 22:09, 27 March 2013 by Lpha (talk | contribs) (Added comment.)
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The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Suggestions

Add Rage to Malton

Timestamp: Spiderzed 16:49, 27 March 2013 (UTC)
Type: Mechanic
Scope: Newbs (primarily zombie)
Description: Aichon's request for mechanics that make the game fun for the weaker side has reminded me of this old suggestion of mine that I have taken to DS 2 years ago, but apparently never entered to the actual Suggestion system:

Borehamwood had a neat little mechanic called Rage, which allows a zombie who a.) hasn't Lurching Gait and b.) is in the presence of a harman to gain that skill instantly without any XP cost.

Applying it to Malton would make it a good bit easier for newbs (for who being a zombie is hard, whether voluntarily or by being killed), and it would also give some incentive to new dyed-in-the-wool pro-survivor types to follow feeding groans who otherwise would never consider to play a zombie.

As that mechanic already exists for another map, it should be easy-peasy to implement.

Discussion (Add Rage to Malton)

Totally in favor. Aichon 18:30, 27 March 2013 (UTC)

Helps zergers! But yeah, totally in favour. --Rosslessness 19:21, 27 March 2013 (UTC)
Totally in favor. Bob Moncrief EBDW! 20:21, 27 March 2013 (UTC)
I am totally in favor, too. This might even out the survivor-zombie imbalance and will encourage more people to play as zombies. Lpha 22:09, 27 March 2013 (UTC)

Experience Gain for Defiling Graffiti

Timestamp: Lpha 01:22, 25 March 2013 (UTC)
Type: New method for gaining experience for zombies.
Scope: Zombies
Description: Currently, it is next to useless for zombies to spend one of their precious action points to defile graffiti. No experience is gained and anyways, metagaming is a better method of communication that graffiti. Unless the graffiti was actually important, which is rare, little or no damage is done to the survivors. I propose that defiling graffiti should now grant the zombie who spent an action point to hamper survivor communications a single experience point. This would not overly imbalance the game, as a single experience point is not much and although many buildings are graffitied, action points would be required to find the buildings that have been spray-painted as well as to defile the graffiti on them. Defiling graffiti is not "out-of-character" for zombies as zombies are destructive creatures and when brains are not available, they will destroy other things. Anyways, if the destruction of a vase or painting grants an experience point, defiling graffiti should, too. This change would make it slightly easier for zombies to level up and encourage more players to play as zombies but will not overly imbalance the game.

Discussion (Experience Gain for Defiling Graffiti)

I'm in favor of this. Not sure if it's a dupe though; sounds like something that should have been suggested a while ago. Bob Moncrief EBDW! 02:39, 25 March 2013 (UTC)

I am not sure if this has been suggested before, but it is not on the frequently made suggestions list and besides, there is little reason currently for a zombie to spend an action point in order to defile "a picture of a sailboat" or "boring, boring, boring" (both of which I have seen before). Lpha 14:01, 25 March 2013 (UTC)

I have checked and there was no suggestion similar to mine, as far as I know. Lpha 13:55, 27 March 2013 (UTC)

This seems like a consistency suggestion. I therefore suggest, for consistency, that this only applies to defilement on buildings in which XP would be gained by spraypainting. --  AHLGTG THE END IS NIGH! 19:13, 27 March 2013 (UTC)

As gnome. consistent nonsense. --Rosslessness 19:22, 27 March 2013 (UTC)

fatal wound

Timestamp: Soul kai 13:11, 23 March 2013 (UTC)
Type: survivor/zed
Scope: skill
Description: wound hinders user by 1 hp per action effect can last for 5-10 turns max must be at 10-20hp to take effect can not be stacked with infection or if cripple bite.

Discussion (fatal wound)



frenzy

Timestamp: Soul kai 19:17, 21 March 2013 (UTC)
Type: skill
Scope: zed
Description: when in large groups of 10 or more zeds frenzy grants a bonus to claw attacks +1 and bite +1 to those that have bought the skill

Discussion (frenzy)

I assume that's +1 HP damage in each case? Bob Moncrief EBDW! 19:24, 21 March 2013 (UTC)

yes its 1 hp more damage to each attack but only when zeds are present large number otherwise this skill is nulled.--Soul kai 19:50, 21 March 2013 (UTC)


desperate bite

Timestamp: Soul kai 18:09, 21 March 2013 (UTC)
Type: skill
Scope: zed
Description: when zed is low on health zed gains a 1+ attack to bite and a 5 percent boost in chance of a hit only works if the zed is 15 hp

this does not stack with other skill frenzy

Discussion (desperate bite)

Again, +1 HP damage? And do you mean "15 HP or lower"? Bob Moncrief EBDW! 19:25, 21 March 2013 (UTC)

yes 1 hp damage if the zed has 15p or lower it raises the attack by 1 more then normal --Soul kai 19:48, 21 March 2013 (UTC)


NT syringes drop rate

Timestamp: Hermite 13:06, 21 March 2013 (UTC)
Type: gameplay
Scope: Reducing the drop rate for NT syringes
Description: Reducing the drop rate for NT syringes so it's more efficient to craft them rather then searching for them.This should help the zombie population raise,making the game more immersive.

Also,i'm not biased towards zombies as i play a dual nature caracter. I think the drop rate for NT syringes should be around 6-7% and that NT syringes crafting should remain the same.

Discussion (NT syringes drop rate)

I'm a big believer that much of UD's imbalance problem could be fixed by shifting search rates downwards, so I like this. Bob Moncrief EBDW! 14:54, 21 March 2013 (UTC)

i like the idea,but it would be best if you could specify the rate....--PayneTrain 08:35, 22 March 2013 (UTC)

Search rates already shift in relation to the Survivor:Zombie ratio, with higher search rates if there are a higher proportion of zombies. Technically, we don't know what any search rates are at any given time. So a suggestion that just says "find rate decrease" is probably as specific as possible. Bob Moncrief EBDW! 11:29, 22 March 2013 (UTC)
i think he was referring to manufacture rate for NT syringe's in NT buildings. At least i think so....* scratches head*--PayneTrain 06:38, 23 March 2013 (UTC)
In rereading it I'm still pretty sure he meant lower the search rate so that manufacturing (staying at 20ap) becomes more efficient relatively. Bob Moncrief EBDW! 20:21, 27 March 2013 (UTC)

Generator goes boom!!

Timestamp: PayneTrain 10:12, 21 March 2013 (UTC)
Type: destruction/killing
Scope: PK'rs,Death cultists
Description: when a generator is set up and overflowing with liquid fuel,i think it would only be fair that we get the opportunity to blow it up,here's how it works, you can shoot at the genny with your pistol or shotgun.i have given a brief description of what happens for each one below.the hit rates are the same.It works in building with fuel statuses higher than "very little fuel left" and does 5 damage when it explodes.

pistol-when you shoot at the genny and get a hit the first time,the following comes up"you shoot the generator and hit it,it starts leaking fuel"(fuel extinguishes faster if left leaking,can be repaired with construction skill) at the next hit it explodes and the following comes up "you hit the generator,the generator explodes you lose 3HP(only the Generator Killer loses 3Hp,rest of the people in the building lose 5Hp) from the burns"


shotgun-the generator explodes at the first hit"you hit the generator,the generator explodes ,you lose 3HP from the burns".

player damage-anyone else in the building loses 5Hp,the description comes as "examplecharacter shot at the generator,it explodes,you loose 5Hp from the burns."

Discussion (Generator goes boom!!)

Much more complicated than the existing way of shooting a genny to bits level by level with halved hit chances. Does area damage (which is a no-no).
And realistically, you have it the wrong way around. The highest chance for an explosion to happen should actually be when there is very little fuel left - the fumes are what is explosive. The fuel in its fluid state is rather flammable than explosive, and compressed into an explosive state only under very controlled circumstances in the carburator of the motor. -- Spiderzed 11:42, 21 March 2013 (UTC)

re-I don't think it's that complicated,it's just shoot=go boom=getting thrown outside=15HP damage,i guess i made it seem a bit complicated....about the realism,well most games showcase barrels full of fuel exploding so i just wanted to go with it. besides it is a game after all.......(am i allowed to edit my suggestion now to change the area damage thing)--PayneTrain 08:27, 22 March 2013 (UTC)
Yes, you can edit your suggestion here on Developing Suggestions at any time. If you submit the suggestion for official voting, however, it will have to be in a finalized form. Bob Moncrief EBDW! 11:30, 22 March 2013 (UTC)
Simplify it down to its essential core--damaged generators (maybe past a certain stage, or maybe just any damage, that's up for discussion) bleed fuel and run out faster; every hour spent damaged counts for two hours of fuel consumption. Strength is just an accident arising from the weakness of others 12:29, 22 March 2013 (UTC)

This is a sweet idea! But I think it's too overpowered. Also, I think it should be simplified and have a couple of changes. Firstly, to balance it I would probably make the explosion smaller and make it to 5HP damage to the nearest 20 people around. Those are rough numbers, but that's more balanced. You should be doing a limited amount of people, not everyone in a block.

People should NOT be thrown out of the building at all. If you're REALLY keen on the idea, it should only happen if they are below 12 HP before or after the explosion occurs. At least that way it's simply mimicking an existing mechanic in the game (feeding drag) so people probably won't see it as too overpowered.

If you want to keep the 15HP damage number in some form, make it so it only does 15HP damage if the generator is destroyed with a flare gun. Low percentage chance with higher pay off. Simple. A ZOMBIE ANT 22:28, 24 March 2013 (UTC)

thanks for the help,i will take your advice into consideration,you've been very helpful! --PayneTrain 07:01, 25 March 2013 (UTC)

Tangled grasp

Timestamp: Soul kai 14:19, 20 March 2013 (UTC)
Type: zed
Scope: skill
Description: tangled grasp allows a zed to grab hold of a player when more then 2 zeds or more are present and cant be used more then 1 time on same player.

tangeling allows for 1 turn of claw or bite to be more accurate then normal per zombie on that said person for 3 ap human can escape canceling the effect on them for that day no one can tangle that person

example this skill is automatic when 1 zed is close by several other zeds

the more zeds the higher the success rate is determined to be insnared and accuracy

3 zeds +3% accuracy 5-8 or more zeds + 7% accuracy

each zed gains this bonus if they have this skill

and yes you can consider this branch from tangling grasp



human: your legs are tangled by the hoard of zeds around you

zed: you successfully grab hold and ( depending on action) bite a chunk out the humans ( thigh leg arm) ( claws) you claw at his or her face in a blind zombie rage

Discussion (Tangled grasp)

This seems very similar to Tangling grasp. Is it just a stronger version of that skill? Bob Moncrief EBDW! 15:10, 20 March 2013 (UTC)

I would like to understand this Suggestion better, but after reading it once or twice, couldn't make heads or tails of it. --Akbar 19:26, 20 March 2013 (UTC)

fire bottle

Timestamp: Soul kai 13:59, 20 March 2013 (UTC)
Type: weapon
Scope: zeds humans
Description: beer bottles can be set on fire and thrown for 1 ap does 3 hp damage if petrol fluid is on zed 1hp lose for 3 turns

in those turns zed gains 1 extra damage point to claw attacks till fire dies in 3 turns making it even gotta be fair on the zeds if zombie must be in the same square accurate 5 percent 10 percent if have the body build skill item search rate is 5 percent in bars only when light is on it will say you find a beer bottle with matches

Discussion (fire bottle)

So you can't use a regular beer bottle for this, right? Only one "with matches"? Also, be aware that 3 hp damage can be done with a beer bottle regularly. Bob Moncrief EBDW! 15:15, 20 March 2013 (UTC)

Dupe. This the classic molotov cocktail suggestion. The entire suggestion system is full of them. -- Spiderzed 15:53, 20 March 2013 (UTC)
double dupe i can't even begin to count how many times this has been suggested. no more surviver buffs. zombies are dying out in this game. try sugesting ways to make playing a zed more fun.--User:Sexualharrison16:36, 20 March 2013

I agree with Spiderzed and Sexualharrison this is a dupe. Lpha 13:58, 27 March 2013 (UTC)


Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.


Crippling Grasp

by Soul kai at 14:23, 27 March 2013 (UTC)